visible/noticeable optimizations: - double speed - 60fps OW + running shoes + gen 5 bike - instant text (maybe 2+ chars per frame as option?) - extra options (hold to mash, turning speed, page options menu) - faster vcopies (2bpp, 1bpp) - tilemap in 2 frames (note: find places where hCGBPalUpdate is set and the game relies on WaitBGMap being 4 frames to update palettes) - better decompression - set hVBlank to 2 during performance-intensive functions, possibly need to call AnimateTileset - optimized scrolling menu - optimized party menu - general removal of WaitSFX after button clicks - enable LCD interrupt only when necessary - optimized bill's PC (less intentional delays) - optimized saving - gen 5 party menu item use? - better name lookup - CopyTilemapAtOnce optimizations/SafeCopyTilemapAtOnce (possibly too complex) - better LoadMapPart? would require loading block tiles to banked WRAM - smooth HP bars - don't reload font tiles when closing StartMenu - removal/fixing of slow HDMA functions and unnecessary HDMA function calls (ReanchorBGMap_NoOAMUpdate calling _OpenAndCloseMenu_HDMATransferTileMapAndAttrMap following another call to _OpenAndCloseMenu_HDMATransferTileMapAndAttrMap, start menu loading fonts on close) data optimizations - compresed maps, collision, block tiles, OW sprites, menu icons - implied TextCommand_START, STRBF, sdone - code: better control code jumptable - compressing text (consult ax6) - removing mobile and GBPrinter - optional: removing mail - better sectioning of banked WRAM, SRAM optimizations - compressing misc tilemaps code optimizations: - stack farcall (note: use pfero's implementation?) - removal of farcall2/callab, use farjp/jpba - stack predef, general rst vector use - tail call removal - using more AddNTimes? - better RTC (resetting RTC offset) - only use sScratch for pics - jp -> jr? general homebank savings with stack bank functions (maybe not RST packing) - better OAM DMA, maybe protect OAM DMA hax by copying the OAM DMA function each frame - single byte specials - better options menu? - 16bit mult/divisor/general accuracy calculation improvements (breaks compatibility lol) script features/optimizations - general dynamic script commands - script conditionals - hram script vars, script halfword - killsfx (slightly buggy), array support, cmdwitharrayargs, scrollingmenu, scriptstartasm - inverted flags for bg events - better signposts (w/ new sign types) - added object event types (e.g. text NPC) - remove end after jumpstd - general cleanup (removing redundant/unused commands) - scrolling menu features - smooth fadeouts/fadeins - VWF - customization menu? rather want it to be unique to prism - better pokeball animation - DED cries - expanded pic animation - tied with sectioning of banked WRAM/SRAM better - all the """minecraft""" items (meh) - bitbased reusable TMs - poke ball icons in menu - better poke ball formula - damage refactor (consult ax6) - graphics? - 300 step max repel - time HUD - trainer card - arbitrary starting landmark for non-default regions - field move pic + sprite anim - fixing RTC so that the base RTC offset updates on save and RTC itself is reset - calendar system? - metric units (consult ax6) - PP Ups on 40 PP go 48/56/63